Chestburster
Posts: 8
Joined: 6/30/2014 Status: offline
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Nope, it doesn't work. They won't use the new fx definitions. Doesn't matter if i use already existing index numbers or completely new ones. These are my current fighter values: 0, Standard Fighter, 0, 100000, 30, 8, 105, 10, 36, 0.8, 0, 10, 0.5, 0, 80, 40, 0, 18, 3, 160, 4, 370, 1, 700, laser.wav
1, Light Interceptor, 0, 200000, 35, 9, 120, 10, 42, 0.87, 1, 15, 0.6, 0, 83, 45, 0, 18, 4, 180, 4, 410, 1, 700, laser.wav
2, Tactical Interceptor, 0, 400000, 40, 10, 135, 10, 48, 0.94, 2, 20, 0.75, 0, 86, 50, 0, 19, 5, 200, 4, 430, 1, 700, laser2.wav
3, Advanced StarFighter, 0, 600000, 45, 12, 150, 10, 54, 1.01, 2, 25, 1.0, 1, 89, 55, 0, 20, 6, 220, 4, 450, 1, 700, laser2.wav
4, Superiority StarFighter, 0, 800000, 50, 14, 165, 10, 60, 1.08, 3, 30, 1.25, 1, 92, 60, 0, 21, 7, 240, 4, 480, 1, 700, laser4.wav 18, 19, 20 and 21 are custom projectiles but the game is still playing the old ones. Same goes for the bombers but they are using 9, 10, 11 and 12.
< Message edited by Chestburster -- 7/1/2014 8:53:00 AM >
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